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https://twitter.com/mhigby/status/308044274384138240/photo/1
Praise be to Malorn! Looks like he finally got his way on something.
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Thought I'd post something that may be of interest regarding guns. One of my absolute favorite guns is the Pulsar C. It's a unique carbine in the sense that it is the only non-NC carbine with a damage profile like the AF-19 Mercenary. If I had to compare it to a gun in the NC arsenal, I'd compare it to the Razor GD-23 in that it sacrifices ROF and optimizes for burst fire.
Why would anyone like this gun? Well, from a VS perspective, it's the best mid-->long range carbine by a lot. It's pretty damned terrible at close range with its low ROF and poor hipfire COF and bloom per shot. But where a gun like the VX6-7 struggles with damage at range and constantly and consistently reloads, the Pulsar C has no problem dropping 2 or even 3 people with a single clip at range.
Look at its damage profile. Every single VS carbine has 143*30 = 4290 maximum possible damage (or 4 kills) except this one which has 167*30 = 5010 (or 5 kills). Also, as a side note, fuck TR with their 5720 damage per magazine in every single carbine and AR, including the high ROF ones. And they complain about worthless shit like bullet drop. That shit seriously gets on my nerves.
The most interesting aspect of the Pulsar C is its First Shot Recoil of 1.5x - the lowest in the game. This makes it superbly amazing at burst fire. The thing that really sets this gun apart from the other carbines, though, is its "sniping" ability. With something like the GD-22S, you can't fly up to the top of an ammo tower on the roof of a building etc. But with the Pulsar C and the light assault class, you can go where you please. You can find little perches where you are in full or near-full cover against every vantage except the specific direction you're shooting. This means you can do something which I find just unimaginable with other classes and guns for VS - you can shoot while standing still.
Standing still is normally a death sentence. I should know, I've played significantly more hours of infiltrator than any other class. When I see people at a big fight standing still, all my desires to play a "real" class and to contribute to the objective tend to die. I go grab my rifle and flank way around and basically just shoot paralyzed fish in a barrel. Standing still is even exceedingly dangerous against HAs (the most common class by far) because even their high ROF guns tend to be too good at range and will surely murder anyone not moving around.
But standing still has a ridiculous inbuilt buff to COF. With most guns, you're getting an initial COF that is 1/3 the size. With guns like the Pulsar C, you're getting an initial COF that is 1/10 the size. It's weird because the game is constantly throwing feedback at you in both directions. Don't stand still or you'll die in no time. Stand still to enter aimbot mode. But with the Pulsar C and the LA class, you can have your cake and eat it too.
This gun is the only one I really looked at in depth for my own personal curiosity, and I've posted the results below.
+ Show Spoiler [Pulsar C] +NanoweavesStandardInfiltrator rangesStandard =
0 10.6360 56.0906 90.1815 0 0 42.4542 78.2497 106.0906 0 0 39.1815 75.3860 103.5451 0 0 35.6360 72.2838 100.7875 0 0 28.8179 66.3179 95.4845 0 0 21.9997 60.3519 90.1815 114.0451
rangesInfil =
0 42.4542 83.3633 114.0451 0 26.5451 69.7269 102.1133 0 22.5679 66.3179 99.1304 0 18.5906 62.9088 96.1474 0 10.6360 56.0906 90.1815 0 49.2724 84.2156 111.3936
MovingSTK - Full AutoSTK - BurstTTK - Full AutoTTK - BurstStandingSTK - Full Auto+ Show Spoiler [Note on this...] + The gun is so accurate standing still that it meets with a discontinuous STK curve. You can see for the nanoweave 0 line, it just suddenly stops. This point is a STK breakpoint that goes from (IIRC) 7 to 8. The expectation value for firing all 30 shots full auto is something like 7.8 or 7.9 - it doesn't quite get to 8 so the curve just stops. The gun's initial accuracy is so incredibly good that it pushes the curve to the "right" so much that it smacks face first into really bad COF bloom per bullet combined with a STK breakpoint that make it just stop rather than continuing up nicely off to infinity like the other curves do.
STK - BurstTTK - Full AutoTTK - Burst1.5 seconds TTK at 80m for maxed nanoweave - yeah. ComparisonsJust a note, these all compare 1000 HP targets (standard, nanoweave 0). Auto vs. BurstSTK - MovingSTK - StandingTTK - MovingTTK - StandingStanding vs. MovingSTK - AutoSTK - BurstTTK - AutoTTK - Burst
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Just finished d/l this game overnite ^^. Probably do a bit of research and start playing later today.
Any quick suggestions anyone? (I have watched OP video and will finish reading rest of it later.)
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On March 04 2013 02:03 MassHysteria wrote: Just finished d/l this game overnite ^^. Probably do a bit of research and start playing later today.
Any quick suggestions anyone? (I have watched OP video and will finish reading rest of it later.)
Find a good platoon to teach you stuff. Prepare to die a lot more than you kill. Don't worry about accidently killing friendlies, that happens all the time anyways. Don't look for a complete tutorial, the game is too complex for that, just keep your eyes open and listen to the squad/platoon leader and you'll figure out how things work.
You can read the Reddit TEST Field Manual, which covers some of the basic stuff. Also, learn how the map works.
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I agree with all that except for the killing friendlies part and the Reddit TEST field manual.. unless the world's turned upside down and they've figured out what they're doing in the past month I've been out of the game. I'll add a suggestion too, play TR.
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Really amazed by this game. It's so huge!
I love the giant scale of things, and I'm also really impressed by the graphics. I haven't really played any FPS on the PC for a long time, so I don't know what the standard currently is. But Planetside 2 graphics are amazing, even on my 2-3 year old PC.
I have some issues when it comes to gameplay. I do a lot of friendly fire, identifying enemy players can sometimes be hard.. I play as NC, and I think some of the VS classes/skins look a lot like my teammates. ^^ Anyway I suppose that's a common noob mistake and I will learn the difference soon.
I like the air combat though. Since Battlefield 2 there haven't really been great air combat multiplayer games I feel. I used to fly a lot in BF2, so I hope to do the same in PS2. I like how the different factions have different fighters with different strengths. I feel like I the NC fighter is a bit too slow and sluggish to be the best choice, but I guess that can change with upgrades/unlocks. Or maybe it doesn't matter too much?
Unlocking stuff seems to take foreeeeeeeeever. I have played about 10 hours in total, and I barely have any Cert points. I've noticed that playing medic and healing teammates gives me the best Cert-points gain.. but even then I feel like unlocking new weapons/vehicle gear is going to take a very long time. Am I missing something? Or is it supposed to be really slow?
Welll those are my first impressions, hope to play this game a lot more soon!
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Cert gain is really slow yes. Take advantage of the daily passive gain whenver you can, even if you don't' intend on playing the game. Simply log in once a day if you have the time to do so. The free 12 certs per time you can do that will eventually add up.
Camo pisses me off in this game as much as other FPS games. It makes visual stimuli and reactions go haywire when you try to determine what to shoot and not to shoot.
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On March 04 2013 20:05 Divine-Sneaker wrote: Cert gain is really slow yes. Take advantage of the daily passive gain whenver you can, even if you don't' intend on playing the game. Simply log in once a day if you have the time to do so. The free 12 certs per time you can do that will eventually add up.
Camo pisses me off in this game as much as other FPS games. It makes visual stimuli and reactions go haywire when you try to determine what to shoot and not to shoot.
I don't look for colors, i look for shapes and i haven't teamkilled anyone by mistaking them for an enemy or even hesitated seeing an enemy in giraffe camo in weeks. After a while you can easily distinguish players and classes by their shapes since they are all fairly different. It requires quite a lot of practice though, so when in doubt it's better for new players to shoot first and apologize later than to let someone sneak around and kill half a dozen players. Of course there are always the teamkills when someone runs between you and the enemy you are shooting or fails to look both ways before crossing the street in front of your Sunderer, but camo won't ever solve that. I'm guessing about 10% of my deaths are teamkills.
As for cert gain to the previous poster, yes, it's slow and it's intended that way. The game is an MMO, it's supposed to be played for a very long time and if you'd get everything after a month then certs would be pointless. Don't worry about them, you'll get everything eventually since there is an infinite amount of certs to gain and you don't really need new weapons and the upgrades only give a very small increase which is noteable but rarely the deciding factor in combat.
On March 04 2013 18:45 Whalecore wrote: I like the air combat though. Since Battlefield 2 there haven't really been great air combat multiplayer games I feel. I used to fly a lot in BF2, so I hope to do the same in PS2. I like how the different factions have different fighters with different strengths. I feel like I the NC fighter is a bit too slow and sluggish to be the best choice, but I guess that can change with upgrades/unlocks. Or maybe it doesn't matter too much?
The Reaver is generally considered a flying brick, don't hope to win air duels with it. It has nice DPS but that doesn't really help you when the enemy can easily evade you. Try to always fly with a wingman to keep your back free and to be able to take down opponents together.
The main focus of the ESF (Empire Specific Fighter => Reaver, Mosquito, Scythe) recently is to use the Rocket Pods to clear out infantry forces. Air to air combat between ESF is not that common since actually destroying enemy ESF before they reach a safe zone is quite hard, so the primary target are Liberators which usually can't run away fast enough.
Also, don't think of ESF as Jets, think of them as Helicopters and play them that way. Fly low, use terrain and try to suprise your opponents.
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How easy is it to get back the points for the vehicles and aircraft? I started playing as medic yesterday, but as Whalecore said, my cert is barely going up. Is it hard to get back those vehicle/air points as well?
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On March 05 2013 01:28 MassHysteria wrote: How easy is it to get back the points for the vehicles and aircraft? I started playing as medic yesterday, but as Whalecore said, my cert is barely going up. Is it hard to get back those vehicle/air points as well? Not at all, unless if your team is warpgated and has no territory you will almost never be out of vehicule ressource.
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My biggest issue is not having enough infantry resources. Those ninja proxy mine drops and "oh shit I've been spotted" grenade throws get expensive
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On March 05 2013 07:01 KnT wrote:My biggest issue is not having enough infantry resources. Those ninja proxy mine drops and "oh shit I've been spotted" grenade throws get expensive 
Yeah, infantry resources are really a limiting factor.
I have: Frag Grenades Flashbangs Concussion Grenades Revive Grenades Anti Vehicle Grenades
Anti-Tank Mines Anti-Infantry Mines C4
Restoration Kits Medi Kits
All of those want to be filled up all the time and especially the tank mines find a lot of use all the time. A short period in a low-income situation and the next hours are spent slowly restocking everything i used.
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Regarding air play and the reaver I'd say that while all the ESFs have their strengths, the Reavers strengths are much more situational than the others. Trading some durability and firepower for speed, manoeuvrability and a smaller hitbox is worth it some of the time, but not all that often. Still it's not a huge disadvantage and flying a Reaver is definitely perfectly viable.
The biggest downside to starting out with air is that it is one of the few classes where you really need new guns to be effective. Getting into an ESF without dumbfire rockets or A2A missiles is sadly just not a very good idea. Even the rotary main gun is a solid straight up upgrade. So if you want to get kills with air you pretty much have to sink a good bunch of certs or station cash into the vehicle.
As far as cert gain goes it does improve as you improve. Once you learn how find battles and how to maximize what you are doing in the battles your certs will go up. You can gain certs just fine with pretty much any class, and the one that suits you best is probably the one that will give you the most certs.
Even once you get more comfortable with the game though the weapons are still expensive and will take quite a while to unlock. I personally have no problem with that because most of them are sidegrades or things that are super useful, and it's still a free to play game. Dropping some cash into the game and buying a gun your really want or a booster to get you some extra certs seems like a reasonable investment to me. As long as you enjoy the game supporting the developers to continue improving it whilestill getting something for yourself out of it seems like a good idea
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I must say that the flinch situation seems massively improved. Flinch is a hint of a shadow of its former self - but still noticeable enough for "feedback" purposes. The Gauss SAW may have gone from one of the worst choices (simply because flinch potentially countered it so hard at close and medium) to one of the best. GD-22S seeming more and more like the gun that can do it all now.
I'm tempted to put more time into my NC guy now, but I've been wrecking shit with the newly "buffed' Pulsar C. However small a change it was in the grand scheme of things, life as an infantry got a lot less shitty - and NC got a nice little overall buff.
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Flinch almost feels as if it's been removed completely. To be honest, guns being able to 100 - 0 people in a second or less is all the "feedback" this game really needs =D I'm playing a lot more heavy assault now, and I love being able to shoot back once I start getting hit!
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Is there a recent guide/suggestions page somewhere on recommended buys? Especially with early certs. I recently started as VS and have absolutely no idea what to buy, and I've only trialed a few things. Meanwhile I'm getting blown to smithereens by all sorts of rocket pods, bouncing bettys, tank mines etc D:
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On March 07 2013 15:09 Tsagacity wrote: Is there a recent guide/suggestions page somewhere on recommended buys? Especially with early certs. I recently started as VS and have absolutely no idea what to buy, and I've only trialed a few things. Meanwhile I'm getting blown to smithereens by all sorts of rocket pods, bouncing bettys, tank mines etc D:
Depends on your playstyle. You don't really need anything.
If you like to fly a lot, the Photon Pods are straight upgrades and the Hailstorm Laser gives you a better chance in dogfights. As Infantry, the Annihilator or the AA lock-on launcher gives you a better chance against aircraft, especially in organized groups. Since GU2 the Annihilator slightly fell out of favour due to it's new chasing mechanic making it miss more shots but in some situations it's still the better choice due to it's flexibility. In a tank group, the Skyguard provides great AA cover together with 1-2 other Skyguards. For Sunderer hunting, my favourite sport, you need anti-tank mines and C4. For Infiltrating the 50 shot SMG and proximity mines are a real boon. The second Burster arm for your MAX is a must-have if you often play in an organized squad or platoon.
In general just upgrade the stuff you regularly use and like and don't worry about wasting certs, there is an infinite supply of them and eventually you will unlock everything.
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On March 06 2013 11:09 DefMatrixUltra wrote: I must say that the flinch situation seems massively improved. Flinch is a hint of a shadow of its former self - but still noticeable enough for "feedback" purposes. The Gauss SAW may have gone from one of the worst choices (simply because flinch potentially countered it so hard at close and medium) to one of the best. GD-22S seeming more and more like the gun that can do it all now.
I'm tempted to put more time into my NC guy now, but I've been wrecking shit with the newly "buffed' Pulsar C. However small a change it was in the grand scheme of things, life as an infantry got a lot less shitty - and NC got a nice little overall buff. That's a great news! I haven't been playing much recently but flinch was one of the most frustrating aspect of the game. By the way I still have almost 10 000 sc points that I don't know where to spend, I guess i'll be waiting for daily deals :D. I might get an SMG since it changes the way infiltrators are played by quite a lot.
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Damn. Just trialed the Blitz on a default NC Infiltrator and fell in love with it. My main is Vanu and I hate how the Sirius looks so the question is: NC Connery or TR Mattherson?
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